Anarchy Offline was played by complete novices at the weekend when I unveiled it to the masses at a wargames show. I ran 4 games, here are pictures of the last one, a Hijack mission.
Both teams moved quickly to steal parked Yalms in order to reach the downed shuttle. Both survived withering fire from their opponents and the game came down to a precarious Fixer battle high above the city. Omni won in the end.
The verdict was favourable which was good coming as it did from the very experienced wargame players and designers who were present.
I'm just tweeking the rules again to streamline them further before release.
http://www.matakishi.com/anarchyofflinegames.htm
I hope to have a workable set available for the community here to download for free before too long. The full rules will follow shortly after.
Edit: Here's a patch update detailing the changes I made after the games, some won't make sense because you don't have the rules in front of you but everything should make sense in an Anarchy Offline way.
The game needs a bit more streamlining to allow complete newcomers to access it quickly. However this mustn't just dumb it down.
I've redesigned the play sheets to be smaller, I'm going to try to source some 3D ones which will help control the counters.
I've removed the blue Nano points completely.
I've added a mechanic for Enforcers to take aggro from team members (and keep it) and removed NCU which wasn't trackable anyway, players can have as many buffs running as they want now.
To counter this downsizing I've added in implants which are a major part of Anarchy Online and needed to be represented.
I've reinstated a process to introduce new nano programs during play.